The advanced Federation fleet operates under standard X-technology rules -- including Photon Torpedoes, Phasers, and Cloak -- except as noted below. The Proton Pulse Emitter is adapted from the rules by New Galaxy Games.
All Andro ships, bases, ect. are equiped with X-Technology after Y172, though not noted on the SSDs as being such. All normal X-Rules apply, including these below.
The Armor cost nothing to operate.
Each ships has a number of armor points as shown on thier SSD.
Armor banks work as a shield, any damage hits the armor first,
then the PA Panels. The armor covers in the same way as shields
do, 1 bank per hex side. Armor cannot be reinforced in any way,
armor cannot be de-activated or dropped.
When damage strikes an armor bank, that bank will regenerate, at
no cost to the Andro player, in 32 impulses. This applies
regardless of any damage that strikes the same panel later
the turn.
E.G. -- An Armagedon--class BB takes 8 points to its #4 armor
bank on impulse 16 of turn 2, on impulse 4 of turn 3, 5 points
impact on the same armor bank. On impulse 16 of turn 3, the #4
armor bank will recharge to full strength.
The TW cost an amount of warp power equal to the strength of the wave. The wave cannot be underloaded, nor overloaded. The strength of the wave is equal to the maximum number of TA boxes on any shield facing. (Best wording I could think of, an example would be: the Dictator DN has 20 TA boxes per shield facing, maximum. The strength of its TW would be 20, and would thus cost 20 points to operate.)
The TW has a given speed if 1 hex per impulse, and a maximum range of 5 hexes. When activated, the wave starts at range zero, on that impulse, it damage all units at range zero with the sole exception being the activating ship. On the next impulse, the wave will move 1 hex in every direction, and damage all units in those hexes with the same amount of damage being done to each unit. E.G. A wave created by the Dictator DN would damage every unit with 20 points of damage.
If the generating ship moves with the wave, it DOES take damage to its foward Armor/Pa Panels. The wave continues in this style for a total of 5 hexes out from the originating hex. (Generally treat the wave as an ESG that cannot be destroyed.)
The wave is self sustaining. Even if the ship that started the wave is destroyed, the wave will continue. The Armor of the ship is literally being reversed to do this, and cannot be used 32 impulses prior to, nor 32 impulses after, the wave's creation. The wave effects Plasmas in the same way that phasers do.
PODs operate in "Groups" of six. Each Group (6 PODS) requires one seaking weapon channel. PODs must remain within 25 hexes of their mothership, or they lose communication with the Mothership, and self-destruct. If the Mothership is destroyed, all PODs under that vessel's control immediately Self-Destruct. A POD Self-Destructs with an explosion strength of two. If a POD is destroyed by weapons fire, there is no explosion. Motherships can order PODs to self-destruct, but must destroy the entire Group, or none at all.
When connected to the Mothership, PODs CAN fire their phasers, but only down the hex row in corresponding to the shield facing. (For this reason, PODs make great Drone defense.) PODs cannot arm their own phasers, the mothership must do this. One point of power arms the Ph2 for 3 firings, one per turn. PODs are always carried with one or more facing each of the six hex sides.
When launched, each POD MUST be facing the hex side that it fired down, this is not an option. Motherships can launch no more than one POD per shield facing every other impulse. PODs launch with the exact same speed as their mothership at the time of launch. PODs have a four impulse delay before they can fire or HET. PODs can accelerate/decelerate by 5 movement points.
If a mothership takes a shuttle hit, and a POD is connected, then the POD is detroyed, along with one hull box. If no hull boxes remain, then the extra point is placed randomly using the DAC.